The Site Operations on the bunker and turret are unmodified. I simply duplicated the campaign's behavior and applied it to my custom bunker.

Edit: After messing around in a test map, I have found this issue isn't repeated with new actors and events. So I think instead I'll just remake the unit. It will be a faster fix than trying to trouble shoot I think. Thanks for the response.

So I return from a long hiatus (about 10 months), and want to finish a map I started many winters ago. Starcraft of course needed it's upgrade to 1.5, and all seemed well. My old map did have some issues in the new editor, and all but one issue was easily resolved.

When I stopped working on my map, all my buildings functioned as they should. Now, when I build a specific type of bunker with shrike turrets enabled, I get 2 turret models on the bunker: 1 on top, attached to the correct point, that doesn't rotate or function, and a 2nd that is attached to the origin of the bunker that functions normally. To be even more confusing, I have an ability that allows a lower tier bunker to morph to this bunker type, and when the morph is used the turret functions as it should without issue. This leads me to believe that the issue lies in a birth event, but I have combed through each and every one and can't seem to locate the problem. Searching the forums didn't yield any insights either, sadly.

If anyone can help or lend insight, I will reward you with cookies. Maybe.

While I agree it is an enormous time sink, I don't find my time with it useless. For example, redstone contraptions have actually taught me how to build binary logic circuits, which I had never had experience with before. Really, its the tech mods that keep me interested though. Buildcraft, Industrialcraft, Redpower, Railcraft, and Forestry being my big 5. The amount of possible machines becomes near infinite, and I keep finding new ways to not have a real life....

So, I discovered Minecraft last September, and it's myriad mods. I was intrigued and started playing...

6 months later I come up for air and remember my poor map I was working on, waiting in its little corner of my hard drive all this time, crying silently to itself, wondering if I'll ever love it again.... I open it up, apologize for my absence, and shower it with attention in a pitiful attempt to make up for my neglectfulness. All seemed to be getting back on track.

Now, Mojang has dropped a new huge update and I feel myself being sucked back in.

This is the solution I had to implement as well. However, when referencing killing player of a unit, I was still having the same problem, albeit a lot less frequently after using a variable array to compare player indexes instead of the player group. Is there a way to reference the killing player of a unit without pulling the player group?

I ran into this problem too when creating a system to track kills and bounty. I had to create a very long winded work around involving creating a backup array of player index references. It mostly worked, but still had a problem once every few thousand times the trigger was called. In the end, I just had to trap the error and then make the code ignore it.

I have found that this happens when you have a trigger fire that pulls a player index, then fires again before the first trigger iteration has finished. Something maybe about the player index array not being accessible by 2 copies of the same trigger at the same time is my guess.

Using the "effect - target" ability type changes the cursor automatically. You can also set the "cursor - effect" field to a search effect, and this will highlight the units in range of the search as well. This is how, for example, the ghost nuke ability works.

As far as I know, you cannot issue a scan move order to a freshly made unit through data. I haven't explored triggers yet to see if that would be an option, but it's worth a look....

Edit: After playing around in the trigger editor for a few minutes, this is definitely possible it seems. All the commands exist to make it function. I haven't testing anything in game, but I think this would be the way to go. Create a trigger that fires when a unit is created, and order that created unit to attack/move to a target point.

However, if you are using an ability to fire your catapult, then you can use the ability type "effect - target". That will create an aiming cursor the player can use to target the ground when activated.

Scan move is technically part of the Move ability, but I believe requires an attack ability on the unit as well to do anything once an enemy is sighted. So, if you add the default move ability to your unit, you will have scan move on it as well, and you can just assign it to a button on the command card.

However, since I'm having trouble interpreting what you mean by "rally point", I will say that if your marine is moving to the rally point of the barracks (or whatever building created it), I know of no way to make it scan move in this case. If, however, you mean just the point you told said marine to scan/move to, then yes, you are correct about the unit attacking any enemies he encounters in or near his path.

What Taintedwisp said is your best bet. I've made a system like that myself, and it's pretty easy to make, but has a few steps involved.

OneTwo has made a fantastic set of tutorials on this though. to the first of 4 videos describing it. It will show you in detail how to make a voting system that you can very easily adapt to your needs.